// Copyright 2009 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

package com.google.android.stardroid.renderer;

import javax.microedition.khronos.opengles.GL10;

import android.content.res.Resources;

import com.google.android.stardroid.R;
import com.google.android.stardroid.renderer.util.SearchHelper;
import com.google.android.stardroid.renderer.util.TextureManager;
import com.google.android.stardroid.renderer.util.TextureReference;
import com.google.android.stardroid.renderer.util.TexturedQuad;
import com.google.android.stardroid.units.Vector3;
import com.google.android.stardroid.util.MathUtil;

public class ImageOverlay
{

	public void reloadTextures(GL10 gl, Resources res, TextureManager textureManager)
	{
		// Load the crosshair texture.
		mTex = textureManager.getTextureFromResource(gl, R.drawable.brazil);
	}

	public void resize(GL10 gl, int screenWidth, int screenHeight)
	{
		mQuad = new TexturedQuad(mTex, 0, 0, 0, 40.0f / screenWidth, 0, 0, 0, 40.0f / screenHeight, 0);
	}

	public void draw(GL10 gl, SearchHelper searchHelper, boolean nightVisionMode)
	{
		// Return if the label has a negative z.
		Vector3 position = searchHelper.getTransformedPosition();
		if (position.z < 0)
		{
			return;
		}

		gl.glPushMatrix();
		gl.glLoadIdentity();

		gl.glTranslatef(position.x, position.y, 0);

		int period = 1000;
		long time = System.currentTimeMillis();
		float intensity = 0.7f + 0.3f * MathUtil.sin((time % period) * MathUtil.TWO_PI / period);
		if (nightVisionMode)
		{
			gl.glColor4f(intensity, 0, 0, 0.7f);
		} else
		{
			gl.glColor4f(intensity, intensity, 0, 0.7f);
		}

		gl.glEnable(GL10.GL_BLEND);
		gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

		mQuad.draw(gl);

		gl.glDisable(GL10.GL_BLEND);

		gl.glPopMatrix();
	}

	private TexturedQuad mQuad = null;
	private TextureReference mTex = null;
}
